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// EF2 Level Script File
// Level                        Map5.bsp
// Script by:                   Cortex
// Geometry by:                 Cortex/Nemo22/ltiefland
// Created on:                  12/2/04
// Last Updated on:             07/8/04
// Last Updated by:             ltiefland

void main();
void init();
void initArchetypes();
void intro();
void door_open();
void door_close();
void door_close_final();
void door_no_entry();
void spawn_trigger();
void door_reopen();
void catwalk_cin();
void cargo_puzzle_used();
void fly_cin();

#include "maps/global_scripts/global_archetype.scr"
#include "maps/global_scripts/global_common.scr"
#include "maps/global_scripts/global_playerLoadout.scr"
#include "maps/global_scripts/global_debugUtils.scr"
#include "maps/global_scripts/global_array.scr"
#include "maps/global_scripts/global_math.scr"
#include "maps/global_scripts/global_acceleratedMovement.scr"
#include "maps/global_scripts/global_tricorderBase.scr"
#include "maps/global_scripts/global_tricorderRoute.scr"
#include "maps/attackplayer.scr"

void main()
{
//--------------------------------------------------------------------------------
//      Setup the intro cinematic
//--------------------------------------------------------------------------------
        cam_fadeout( .1, 0, 0, 0, 1, 0 );
        $player.notsolid();
        $player.hide();
        letterbox( .1 );
        allowMusicDucking( 0 );
        freezeplayer();
        cinematic();
        $illia_prisoner.pushable( 1 );
        globalCommon_AiActorUseWeapon( $illia_prisoner, "none" );
        globalCommon_AiDummy( $illia_prisoner, "" );
        $illia_prisoner.anim( "cin-m8_situp" );
//--------------------------------------------------------------------------------
//      Setup the player and the shuttle
//--------------------------------------------------------------------------------
        $player.give( "models/weapons/worldmodel-tricorder-stx.tik" );
        $at_shuttle_ex.notsolid();
        $at_shuttle_in.notsolid();
        $at_shuttle_door.notsolid();
//--------------------------------------------------------------------------------
//      Setup the security team
//--------------------------------------------------------------------------------
/*      $ted.notsolid();
        $ted.hide();*/
        $ted.pushable( 0 );
        $ted.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
        $ted.useactorweapon( "CompressionRifle" );
        $ted.setgroupid(668);

/*      $lee.notsolid();
        $lee.hide();*/
        $lee.pushable( 0 );
        $lee.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
        $lee.useactorweapon( "CompressionRifle" );
        $lee.setgroupid(668);

        AIHideGroup(668);

//------------------------------------------------------------------------------
//      Setup clips
//------------------------------------------------------------------------------
        $final_close.notsolid();
        $shuttle_c.notsolid();
//------------------------------------------------------------------------------
//      Setup Triggers
//------------------------------------------------------------------------------
        $spawn_security.nottriggerable();
        $catwalk_trigger.nottriggerable();
        $catwalk_cin_trigger.nottriggerable();
        $door_close_final_trigger.nottriggerable();
//------------------------------------------------------------------------------
//      Setup catwalk cinematic
//------------------------------------------------------------------------------
        $catwalk_fine.show();
        $catwalk_fine.solid();
        $catwalk_damaged.hide();
        $catwalk_damaged.notsolid();
        $illia_catwalk.ai_off();
        $illia_catwalk.notsolid();
        $illia_catwalk.hide();
        $illia_catwalk.removeactorweapon ( "CompressionRifle" );
//------------------------------------------------------------------------------
//      Setup Escape Cinematic
//------------------------------------------------------------------------------
        $at_shuttle_cin_door.notsolid();
        $at_shuttle_cin_ex.notsolid();
        $at_shuttle_cin_door.hide();
        $at_shuttle_cin_ex.hide();
//-------------------------------------------------------------------------------
//      Start intro cinematic and setup the world
//-------------------------------------------------------------------------------
        thread intro();
        thread init();
        thread initArchetypes();

//      camera(s) setup

/*      cam.load( "map5_p_illia1" );
        cam.load( "map5_shuttle_cam1" );
        cam.load( "map5_shuttle_cam1d" );
        cam.load( "map5_shuttle_cam2" );
        cam.load( "map5_shuttle_cam3" );*/

        spawn( "Camera", "targetname", "cam1");
        spawn( "Camera", "targetname", "cam2");
        spawn( "Camera", "targetname", "cam3");


        //Take away weapons from player!
        //Only tricorder remains in place!
        $player.take ( "models/weapons/worldmodel-compressionrifle.tik" );
        $player.take ( "models/weapons/worldmodel-fieldassaultrifle.tik" );
        $player.take ( "models/weapons/worldmodel-burstrifle.tik" );
        $player.take ( "models/weapons/worldmodel-attrex-rifle.tik" );
        $player.take ( "models/weapons/worldmodel-compressionrifle.tik" );
        $player.take ( "models/weapons/worldmodel-phaser-STX.tik" );

        $world.canShakeCamera( 1 );
}

void init()
{
//-------------------------------------------------------------------------------
//      Setup skyportal
//-------------------------------------------------------------------------------
        $world.light_fade( "light_red", 0, 1 ); 
        
        $player.give( "models/weapons/worldmodel-tricorder-STX.tik" );

        $sky01.rendereffects( "+skyorigin" );
        waitfor( $sky01 );
}

void initArchetypes()
{

thread globalArchetype_Setup( $bay_door, "baydoor");
thread globalArchetype_Setup( $shuttle_open, "shutopen");
thread globalArchetype_Setup( $shuttle_c, "shutc");

}

void intro()
{
        $illia_shuttle.ai_off();
        $illia_shuttle.removeactorweapon ( "CompressionRifle" );
        $illia_shuttle.hide();
        globalCommon_AiActorUseWeapon( $illia_shuttle, "none" );
        $illia_shuttle.notsolid();

        $cam1.fov( 60 );
        $cam1.follow( $map5_shuttle_cam1d );
        $cam1.cut();
        wait( .1 );
        cuecamera( $cam1 );
        wait( 2 );
        cam_fadein( 3, 0, 0, 0, 1, 0 );

        wait( 1 );
        $illia_shuttle.show();
        $illia_shuttle.displayEffect( "TransportIn", "FederationNoAnim" );
        wait( 3 );
        $illia_shuttle.blink( 1 );
        wait( 1 );
        $illia_shuttle.headWatchTarget( "illia_look_first", 7 );
        wait( 1 );
        $illia_shuttle.headWatchTarget( "illia_look_second", 7 );

        $cam2.fov( 60 );
        $cam2.follow( $map5_shuttle_cam1 );
        $cam2.cut();
        wait( .1 );
        cuecamera( $cam2 );
        wait( 2 );

        wait( 2 );
        $illia_shuttle.headWatchTarget( "none", 7 );
        $illia_shuttle.walkto( "$walk1", "walk" );
        wait( .5 );
        waitfor( $illia_shuttle );
        $illia_shuttle.walkto( "$walk2", "walk" );
        waitfor( $illia_shuttle );
        $illia_shuttle.turntoangle( 90 );
        waitfor( $illia_shuttle );
        $illia_shuttle.anim( "ent-curvedconsole-gesture" );
        wait( 2 );
        $illia_shuttle.anim( "idle" );
        wait( 1 );
        $illia_shuttle.playdialog("localization/sound/dialog/map05/illia/damn.mp3", 1, 10000, 0);
        waitfordialog( $illia_shuttle );
        cam_fadeout( 1.5, 0, 0, 0, 1, 0 );
        wait( 2 );

        $cam3.fov( 60 );
        $cam3.follow( $map5_p_illia1 );
        $cam3.cut();
        wait( .1 );
        cuecamera( $cam3 );
        cam_fadein( 1.5, 0, 0, 0, 1, 0 );

        wait( 2 );
        $illia_prisoner.playdialog("localization/sound/dialog/map05/illia/ihadto.mp3", 1, 10000, 0);
        waitfordialog( $illia_prisoner );
        wait( .5 );
        $illia_prisoner.playdialog("localization/sound/dialog/map05/illia/conconsole.mp3", 1, 10000, 0);
        waitfordialog( $illia_prisoner );
        cam_fadeout( 1.5, 0, 0, 0, 1, 0 );
        wait( 2 );
        cam_fadein( 1.5, 0, 0, 0, 1, 0 );

        $cam2.fov( 60 );
        $cam2.follow( $map5_shuttle_cam2 );
        $cam2.cut();
        wait( .1 );
        cuecamera( $cam2 );

        $illia_shuttle.walkto( "$walk1", "walk" );
        waitfor( $illia_shuttle );
        $illia_shuttle.walkto( "$w1", "walk" );
        wait( 1 );

        $shuttle_stay_door1.notsolid();
        $shuttle_stay_door1.anim( "opening" );
        $shuttle_stay_door1.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );
        waitforanimation( $shuttle_stay_door1, "opening" );
        $shuttle_stay_door1.anim( "open_idle" );
                
//      $shuttle_stay_door1.time( 1 );
//      $shuttle_stay_door1.moveWest( 38 );
//      $shuttle_stay_door1.moveNorth( 38 );
        
        waitfor( $illia_shuttle );
        $illia_shuttle.walkto( "$w2", "walk" );
        waitfor( $illia_shuttle );
        $illia_shuttle.walkto( "$w3", "walk" );

        wait(1);

        $illia_shuttle.warp( '-1192 -3672 -133' );
        $illia_shuttle.turntoangle( 270 );

        $shuttle_stay_door1.anim( "closing" );
        $shuttle_stay_door1.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );
        waitforanimation( $shuttle_stay_door1, "closing" );
        $shuttle_stay_door1.anim( "closed" );
        
//      $shuttle_stay_door1.time( 1 );
//      $shuttle_stay_door1.moveEast( 44 );
//      $shuttle_stay_door1.moveSouth( 44 );

        wait(0.5);

        //////////////////////////////////
        // Open internal shuttle door 2 //
        //////////////////////////////////

        $cam3.fov( 60 );
        $cam3.follow( $map5_shuttle_cam3 );
        $cam3.cut();
        wait( .5 );
        cuecamera( $cam3 );

        wait(0.5);

        $shuttle_int_door2_clip.notsolid();
        $shuttle_stay_door2.notsolid();
        $shuttle_stay_door2.anim( "opening" );
        $shuttle_stay_door2.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );    waitforanimation( $shuttle_stay_door2, "opening" );
        $shuttle_stay_door2.anim( "open_idle" );

//      $shuttle_stay_door2.time( 1 );
//      $shuttle_stay_door2.moveWest( 44 );
//      $shuttle_stay_door2.moveNorth( 44 );

        $illia_shuttle.walkto( "$w4", "walk" );
        waitfor( $illia_shuttle );
        $illia_shuttle.walkto( "$w5", "walk" );


        $shuttle_stay_door2.anim( "closing" );
        $shuttle_stay_door2.playsound( "sound/doors/enterprise_door1.wav", 1 ,800 );
        waitforanimation( $shuttle_stay_door2, "closing" );
        $shuttle_stay_door2.anim( "closed" );
        
//      $shuttle_stay_door2.time( 1 );
//      $shuttle_stay_door2.moveEast( 44 );
//      $shuttle_stay_door2.moveSouth( 44 );
        

        thread door_open();

        wait(1);

        $illia_shuttle.turntoangle( 360 );

        $illia_shuttle.walkto( "$w6", "walk" );
        waitfor( $illia_shuttle );

        $illia_shuttle.hide();  

        clearletterbox( 0.1 );
        noncinematic();
        $player.solid();
        $player.show();
        releaseplayer();
        cueplayer();
}

void door_open()
{
        $at_shuttle_door.loopsound( "sound/vehicles/shuttlecraft/shuttle_door_open.wav", 1 ,1024 );
        $at_shuttle_door.anim( "opening" );
        waitforanimation( $at_shuttle_door, "opening" );
        $at_shuttle_door.anim( "open_idle" );
        $shuttle_door_close_clip.notsolid();
        $at_shuttle_door.stoploopsound();
        $at_shuttle_door.playsound( "sound/vehicles/shuttlecraft/shuttle_door_openclose_stop.wav", 10 ,1 ,1024 );
}

void door_close()
{
        $at_shuttle_door.loopsound( "sound/vehicles/shuttlecraft/shuttle_door_open.wav", 1 ,1024 );
        $at_shuttle_door.anim( "closing" );
        waitforanimation( $at_shuttle_door, "closing" );
        $at_shuttle_door.anim( "closed" );
        $shuttle_door_close_clip.solid();
        $at_shuttle_door.stoploopsound();
        $at_shuttle_door.playsound( "sound/vehicles/shuttlecraft/shuttle_door_openclose_stop.wav", 10 ,1 ,800 );
}

void door_close_final()
{
        $at_shuttle_door.loopsound( "sound/vehicles/shuttlecraft/shuttle_door_open.wav", 1 ,1024 );
        $at_shuttle_door.anim( "closing" );
        waitforanimation( $at_shuttle_door, "closing" );
        $at_shuttle_door.anim( "closed" );
        $shuttle_door_close_clip.solid();
        $at_shuttle_door.stoploopsound();
        $at_shuttle_door.playsound( "sound/vehicles/shuttlecraft/shuttle_door_openclose_stop.wav", 10 ,1 ,800 );
        $final_close.solid();

        thread fly_cin();
}

void door_no_entry()
{
        $player.playsound("sound/environment/computer/lcars_no.wav");
}

void spawn_trigger()
{
        $catwalk_cin_trigger.triggerable();
        $player.playsound("sound/environment/computer/lcars_yes.wav");
        $door_close_final_trigger.triggerable();
        $door_field.show();
        $door_field.solid();
        $door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );

        $shuttle_bay_door1.loopsound( "sound/doors/airlock_open01.wav", 1 ,10000 );
        $shuttle_bay_door1.moveup( 315 );
        $shuttle_bay_door1.time( 4 );
        waitfor( $shuttle_bay_door1 );
        $shuttle_bay_door1.stoploopsound();
        $shuttle_bay_door1.playsound( "sound/doors/airlock_close01.wav", 10 ,1 ,10000 );

//-------Secret----------------------------------------------------------------------
//      What could be the secret?, just look out the window
//-----------------------------------------------------------------------------------

        wait(20);

        $p_o_a.speed(0.2);
        $p_o_a.followpath( $path01 );
}

void door_reopen()
{
        $at_shuttle_door.loopsound( "sound/vehicles/shuttlecraft/shuttle_door_open.wav", 1 ,1024 );
        $at_shuttle_door.anim( "opening" );
        waitforanimation( $at_shuttle_door, "opening" );
        $at_shuttle_door.anim( "open_idle" );
        $shuttle_door_close_clip.notsolid();
        $at_shuttle_door.stoploopsound();
        $at_shuttle_door.playsound( "sound/vehicles/shuttlecraft/shuttle_door_openclose_stop.wav", 10 ,1 ,1024 );
}

void catwalk_cin()
{
        letterbox( .1 );
        freezeplayer();
        cinematic();

        cam_fadeout( 1, 0, 0, 0, 1, 0 );

        wait(2);

        $player.notsolid();
        $player.hide();

        spawn ( "Camera" , "targetname" , "cam3" );

        wait( 0.5 );

        //cam.load( "map5_catwalk_cam1" );

        wait( 0.5 );

        $cam3.follow( $map5_catwalk_cam1 );

        wait( 0.5 );

        $illia_catwalk.solid();
        $illia_catwalk.show();

        cuecamera ( $cam3 );

        wait(1);

        cam_fadein( 1, 0, 0, 0, 1, 0 );

        wait(2);

        $illia_catwalk.walkto("$illia_catwalk_nav1");
        waitfor($illia_catwalk);

        wait(3);

        AIShowGroup(668, "Federation");

/*      $lee.ai_off();
        $lee.show();*/
//      $lee.displayEffect( "TransportIn", "Federation" );
//      $lee.anim( "crouch_idle" );
        $lee.headwatch( $player );

/*      $ted.ai_off();
        $ted.show();*/
//      $ted.displayEffect( "TransportIn", "Federation" );
//      $lee.anim( "crouch_idle" );
        $ted.headwatch( $player );

        wait(3);

        $lee.playdialog("localization/sound/dialog/map05/lee/donotmove.mp3", 1, 10000, 0);
        waitfordialog( $lee );
        $lee.playdialog("localization/sound/dialog/map05/lee/gameover.mp3", 1, 10000, 0);
        waitfordialog( $lee );

/*      $ted.anim( "crouch_idle" );
        $lee.anim( "crouch_idle" );*/

        wait(5);

        //AIOffGroup(668);
        CommandToGroup( 668, "anim", "crouch_idle","");
        CommandToGroup( 668, "groupactortype", "enemy", ""); 
        CommandToGroup( 668, "visiondistance", "4000", "");
        CommandToGroup( 668, "fov", "360", "");
        CommandToGroup( 668, "attack", "$illia_catwalk", "");

/*      $lee.ai_off();
        $ted.ai_off();*/
        //$ted.attack ( $illia_catwalk );
        //$lee.attack ( $illia_catwalk );
        //AIShowGroup( 668 );

        wait(0.5);

        triggerentity( $catwalk_ex );
        wait( 0.2 );
        $catwalk_fine.hide();
        $catwalk_fine.notsolid();
        $catwalk_damaged.show();
        $catwalk_damaged.solid();

        wait(1);

        $illia_catwalk.walkto("$illia_catwalk_nav2");
        waitfor($illia_catwalk);

        $illia_catwalk.jumpto("$illia_catwalk_nav3");
        waitfor($illia_catwalk);

        cam_fadeout( 1, 0, 0, 0, 1, 0 );

        $player.warp( '-745 -3580 -191' );
        wait(2);
        $illia_catwalk.notsolid();
        $illia_catwalk.hide();
        noncinematic();
        clearletterbox( .1 );
        releaseplayer();
        cueplayer();

        $player.solid();
        $player.show();

        wait(1);

        cam_fadein( 1, 0, 0, 0, 1, 0 );

        wait(1);
        //$ted.attack ( $player );
        //$lee.attack ( $player );
        //AIShowGroup( 668 );
        CommandToGroup( 668, "groupactortype", "enemy", ""); 
        CommandToGroup( 668, "visiondistance", "4000", "");
        CommandToGroup( 668, "fov", "360", "");
        CommandToGroup( 668, "attack", "$player", "");
}

void cargo_puzzle_used()
{
        entity puzzle;
        puzzle = getcurrententity();
        
        globalTricorderRoute_Reset();
        globalTricorderRoute_SetSource1Row( 4 );
        globalTricorderRoute_SetSource2Row( 8 ); 
        globalTricorderRoute_SetDestination1( 2, 8 );
        globalTricorderRoute_SetDestination2( 10, 4 );
    
        globalTricorderRoute_BeginDef();
        globalTricorderRoute_SetNextRow( 32, 11, 32, 11, 32, 32, 32, 32, 32 );
        globalTricorderRoute_SetNextRow( 32,  7,  1,  6,  5, 32, 32, 32,  2 );
        globalTricorderRoute_SetNextRow( 19,  2, 32, 32,  6, 11, 19,  1, 24 );
        globalTricorderRoute_SetNextRow(  8,  4, 16,  1, 26,  1, 21, 32, 32 );
        globalTricorderRoute_SetNextRow( 32,  0, 32, 32 , 0, 32, 32, 32, 32 );                          
        globalTricorderRoute_SetNextRow( 32, 17, 32, 32,  4, 16,  1,  9, 11 );  
        globalTricorderRoute_SetNextRow( 25,  3, 32, 32, 11, 32, 32, 17, 32 );  
        globalTricorderRoute_SetNextRow( 21, 32, 32, 32, 32, 32, 32,  4,  8 );  
        globalTricorderRoute_SetNextRow( 32, 32, 32, 32, 32, 32, 32, 32, 17 );                          
        globalTricorderRoute_SetNextRow( 32, 32, 32, 32, 32, 32, 32, 32,  3 );  
        globalTricorderRoute_SetNextRow( 32, 32, 32, 32, 32, 32, 32, 32, 32 );  
    
        globalTricorderRoute_Run( puzzle, 0 );

}

void fly_cin()
{
        freezeplayer();
        cinematic();

        wait(1);

        cam_fadeout( 1, 0, 0, 0, 1, 0 );

        wait(2);

        letterbox ( .1 );

        $at_shuttle_cin_door.show();
        $at_shuttle_cin_ex.show();
        $at_shuttle_cin_door.bind($at_shuttle_bind);
        $at_shuttle_cin_ex.bind($at_shuttle_bind);
        $at_shuttle_ex.notsolid();
        $at_shuttle_in.notsolid();
        $at_shuttle_door.notsolid();
        $at_shuttle_ex.hide();
        $at_shuttle_in.hide();
        $at_shuttle_door.hide();
        $at_shuttle_chair1.hide();
        $at_shuttle_chair2.hide();
        $at_shuttle_chair3.hide();
        $at_shuttle_chair4.hide();
        $p_o_a.hide();

        spawn ( "camera" , "targetname" , "cam4" );

        wait( 0.5 );

        //cam.load( "map5_shuttle_cam1" );

        wait( 0.5 );

        $cam4.follow( $map5_shuttle_cam1 );

        cuecamera ( $cam4 );

        wait( .5 );

        $player.warp( '-745 -3580 -191' );

        cam_fadein( 1, 0, 0, 0, 1, 0 );


        wait(2);

        $at_shuttle_bind.followpath( $path02 );
        $at_shuttle_bind.playsound( "sound/vehicles/shuttlecraft/shuttle_takeoff.wav", 10 ,1 ,1024 );
        $at_shuttle_bind.speed( 0.2 );

        wait(9);

        cam_fadeout( 1, 0, 0, 0, 1, 0 );

        wait (2);

        Spawn ( "camera" , "targetname" , "cam5" );

        wait( 0.5 );

        //cam.load( "map5_shuttle_cam2" );

        wait( 0.5 );

        $cam5.follow( $map5_shuttle_cam2 );

        cuecamera ( $cam5 );

        wait( .5);

        cam_fadein( 1, 0, 0, 0, 1, 0 );

        $atlantic.loopsound( "sound/ships/enterprise/ent_exterior_01.wav", 1 ,1024 );

        wait(27.5);

        $cin_shuttle_1.bind($cin_shuttle_1_origin);
        $cin_shuttle_1_origin.followpath( $path03 );
        wait(3);
        $cin_shuttle_1_origin.playsound( "sound/vehicles/shuttlecraft/shuttle_flyby_fast.wav", 10 ,1 ,1024 );
        wait(4);
        $cam4.playsound( "sound/ships/enterprise/ent_enter_warp.wav", 10 ,1 ,1024 );
        wait(3);

        $warp_cin.scale( 0.8 );
        $warp_cin.modelname( "models/fx/fx-warpflash-federation.tik" );
        triggerEntity( $warp_cin );
        $cin_shuttle_1_origin.hide();

        wait(2);
        $atlantic.bind($atlantic_cin_origin);
        $atlantic_cin_origin.loopsound( "sound/ships/enterprise/ent_exterior_01.wav", 1 ,1024 );
        $atlantic_cin_origin.loopsound( "sound/ships/enterprise/ent_exterior_01.wav", 1 ,1024 );
        wait(2);
        $atlantic_cin_origin.followpath( $path04 );
        wait(3);
        $cam4.playsound( "sound/ships/enterprise/ent_enter_warp.wav", 10 ,1 ,1024 );
        $cam4.playsound( "sound/ships/enterprise/ent_enter_warp.wav", 10 ,1 ,1024 );
        $cam4.playsound( "sound/ships/enterprise/ent_enter_warp.wav", 10 ,1 ,1024 );

        wait(2);




        triggerEntity( $warp_fail1 );
        wait(0.1);
        triggerEntity( $warp_fail2 );
        wait(0.1);
        triggerEntity( $warp_fail3 );
        wait(0.1);
        triggerEntity( $warp_fail4 );
        wait(0.1);
        triggerEntity( $warp_fail5 );
        wait(0.1);
        triggerEntity( $warp_fail6 );
        wait(0.1);
        triggerEntity( $warp_fail7 );
        wait(0.1);
        triggerEntity( $warp_fail8 );
        wait(0.1);
        triggerEntity( $warp_fail9 );
        wait(0.1);
        triggerEntity( $warp_fail10 );
        wait(0.1);

        wait(10);

        cam_fadeout( 1, 0, 0, 0, 1, 0 );

        wait(4);

        noncinematic();
        clearletterbox( .1 );
        releaseplayer();
        cueplayer();

        cam_fadein( 1, 0, 0, 0, 1, 0 );
}